The Minmatar Republic: 7 Tribes for 7 Brothers
Minmatar Republic is intimately interwoven with the history of the Amarr. While the Minmatar are a rich culture in their own right, of course, the brutal enslavement for centuries left an indelible mark on their society, and in many ways still dictates how the Republic and individual Minmatar react to many situations. Currently headed by Sanmatar Maleatu Shakor, the Republic is really only a Republic in name, given that Shakor disbanded the Republic Parliament when he came to power a few years back, though he is attempting to constitute a more representative tribal council. This has done little to affect the temperament of the Republic, however, and the Minmatar remain a deeply spiritual people, dedicated to their tribes and their Elders. The Minmatar consist of seven different tribes, each now united and represented in some way in the Republic: the Thukkers, the Brutors, the Nefantar, the Starkmanir, the Sebiestor, the Krusual, and the Vherokior.
The deep history of the Minmatar is a bit more hidden than the Amarr’s. We know that Pator was settled around 8017 AD and quickly developed due to its hospitable climate. From there, we jump right through past the Dark Ages, to when the Minmatar formed a global government, about 200 years before the Amarr managed to conquer the entire planet. The Minmatar also quickly re-entered space only about a century after the Amarr did. However, the stargates in Pator were much better preserved than in Amarr: instead of needing to build their own, they were able to use the ones still built, quickly colonizing three different star systems.
The end of the Occupation, as mentioned during the Amarr section, began after the Battle of Vak’Atioth. The Minmatar, sensing weakness after the Amarrian’s resounding defeat, quickly seized the opportunity to throw off their master’s yoke, as well as exile the Nefantar for their role in aiding and abetting the Amarr both prior to and during the Rebellion. However, it wasn’t until 23216 AD, over 730 years after the Day of Darkness, that the Matari once again claimed Pator as their own, with strong help from the Gallente through materiel and support.
Elder Invasion of YC 110. The Elders were, until quite recently, taken as the mythical head of the Minmatar prior to the Day of Darkness. They proved to be quite real when they led a combined fleet of secretly built capital and subcapital ships into Amarr space for an invasion. Precisely who or what the Elders are, and how they fit into Tribal culture, has never been entirely explained. It seems that the Elders withdrew from the Tribes around the time of the Day of Darkness, biding their time to allow a triumphant return, but there are also indications that they kept an eye on the Tribes, and might even have some mystical powers. Suffice it to say though, that they are greatly revered by the Republic as a whole, even moreso now after their invasion of Amarr space. First, they managed to completely destroy CONCORD’s rapid response capability (after testing their abilities first), and then invaded Amarr space. They managed to free many recently-discovered survivors of the Starkmanir tribe in Ammatar space (the Ammatar’s interesting background will be discussed in Part Three), and wiped out the defensive fleets surrounding the Kor-Azor homeworld. They would have done the same in Sarum Prime if not for the return of Empress Jamyl and her aforementioned superweapon. Since being stopped in Sarum Prime however, the Elders seem to have disappeared again and have not been in the news since. Indeed, the only more recent news of note was the ouster of former Prime Minister Karin Midular as Prime Minister of the Republic, and the installation of Sanmatar Shakor, with his complete revamping of Republic governance still ongoing.
Voluval. The tattoo gained through this process is said to determine one’s future, and certain symbols from the ritual can mark certain people as having a great destiny.
Although they have the largest numerical population of the major empires, the Matari are very spread out. A full 20% of Matari have emigrated to the Federation, while almost a third of the 7 tribes are still enslaved by the Amarr. Even those that remain in the Republic are often not tied down, and vast Thukker caravans are known to roam the Great Wildlands.
The tribes each have different traits. The Sebestiors are valued for their intellect and engineering prowess. The Brutors, as their name might suggest, are among the more disciplined and militaristic of the tribes. The Krusual are much more secretive and far more adept at the political game. The Thukkers, as noted above, are much more nomadic and able to rely much more on their judgment and instinct in emergency situations. The Nefantar and Starkmanir have only recently returned to the flock, and other than troubles integrating have not really distinguished themselves as of yet.
As I mentioned above, a Matari's loyalties is first and foremost to his or her tribe in most cases. The Matari have a bit of an awkward situation in that only 3 of the 7 tribes (the Sebestior, the Vherokior, and the Brutors) are actually playable in game. To make up for that, some choose to have some connection to the other tribes (the most notable one probably being the nomadic Thukkers). Another important aspect of a Matari identity is their tattoos (which they receive through the Voluval ritual) and their piercings. It shouldn't be too surprising either that they tend to be fairly friendly to the Gallente as well.
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